To be honest I can't see the difference, elbows are still missing, sorry. However, I don't know the way you model things in Wings3D and maybe it's more difficult than it seems to be. I've never tried to model something myself. You can leave this model as is and remake it later when you get better.However, except arms, the model looks pretty good overall.

As far as I know Sven Coop has it's own hammer version, so no. I can't just switch from J.A.C.K. to Hammer because of the .jmf format and because I really like Jackhammer, can't say that about Sven Coop though. I think those limits are enough for me. Maybe I will swith to PowerSource when it's done, but there are several problems I may encounter. So I'll keep mapping for the original HL.

EDIT: Gonna unpack some of .mix files Renegade uses. Finally I'll be able to use some of the game's sounds.

@WindawzSven Co-op is really nice to map for. But if you want good ratings, you'll have to make your standards higher (just a little bit) compared to Half-Life 1.

Basically, there's not much to do other than installing Sven Co-op and the SC SDK. The FGD comes with the SDK, and you can grab everything else (WADs, sprites and sounds) from SC itself.

Though, what I like about the good old Half-Life 1 is:1. Its limits are a nice challenge for 2017 mapping2. It lags less than Sven Co-op3. It supports co-op even though it wasn't made for it

Yes, HL1 natively supports co-op if you didn't know. Though, it's not as explicit as in Sven Co-op. It's literally deathmatch with the addition of monsters, and you need mp_allowmonsters 1. (I think I wrote it right)

Yes, Half-Life indeed was supposed to have a coop mode. You can find some info_nodes on valve's hldm maps and even a level change on boot_camp which makes the game crash.What about sven coop... I doubt I'll ever switch to it anyway because I will need to adapt my levels for multiple players and I just don't like sven coop. It's not as satisfying to play as Half-Life is. And I don't think that mapping for a game you don't like is a good idea.I don't even know will my map compile without problems like missing faces anyway so first I need to compile it, fix all errors I can find and maybe then I'll think about SC.However if I could make sp maps for sc with it's features I'd switch.

You can make a great map/mappack/mod without such effects like moving terrain.You could make it move slower, then add an env_fade and trigger_teleport with master, and then make an another moving terrain near the first one, so player teleports there, so the scene will take more time.

Also, did you use ZHLT Lightflags for the shadows? Because I wonder how it was made in Op4 along with changing skybox at the ending cutscene.

And still, how did they make skybox to change during the ending sequence without changing the level?

It's actually pretty clever how they did that. One half of the skybox they used in that map is the cliff skybox, and the other half is the Xen skybox. You can't see both sides at the same time while in that level.

Uhh... How could I not think about that? Damn it, it sounds so simple and I haven't been able to understand how it works for a really long time until now.What's interesting is there's no info at the web how it's done, except TWHL of course.

@Snehk

As always - nice. But can you use smoothing on a certain part of a model or you can only smooth the whole model?

Yeah, currently it has a handle of a greatsword and blade of a broadsword. Also, there's no bardic (those leather straps that scabbard holds on), but I don't think that I'm going to add more geometry to it right now. The knight on it's own is already above 8000 polies (tesselated), not counting the weapon and sheathe. Even though the engine has an on-model limit of 65536 triangles.

So much of SC advertisement going on here, I'll pour a bit too. SC is not hte only co-op mod out there, and it is proprietary and uses modified engine. Why not try this http://twhl.info/vault.php?map=6172 ?Works like a mod even with WON HL, does not even use custom rendering hacks. Windawz have you tried it?

I watched a vid on Youtube and... No offense but all those "memefaces" along with lots of strange weapons have ruined my expectations from this mod. I thought it turns Half-Life to some kind of an UT alternative so I'd be able to make UT-Styled maps without learning how to use the dreadful UnrealEd (this is the most inconvinient editor I've seen). Sorry about that.

The problem is not the substractive space. I like it a lot and it's so bad HL lacks it. UnrealEd is just... Too complex. Also editing geometry is not as easy and quick as in hammer, that's why Epics even added 2D shape editor there. And of course some weird bugs. When I create a mover and compile the map, the mover has no collisions. UT is one of the best shooters ever, but the editor... I hate it. Now I only use it to change the music on a map.

There's no such thing as Alt+Right Click or Shift+F6. There's just a menu with some buttons that move the texture by 16 or 32 in a specified direction. I don't even know is there a "Fit" button. It would be wonderful if you'd be able to edit Unreal levels with a different, hammer-like editor, but I know it sounds stupid.